Введение в дизайн уровней

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Браши: основа 3D левел-дизайна

Блоки. Призмы. Цилиндры. Конусы. Эти слова звучат, как обычные, но это - основные элементы создания архитектуры уровня в Hammer. Вы можете управлять ими как хотите: обрезать их, вырезать из одного блока другой, изменять размеры, масштаб и др. Вы можете соединить эти геометрические тела (также называемых брашами), чтобы сделать любую возможную фигуру, реальную, или вымышленную. Этот процесс известен как создание форм из геометрических примитивов (constructive solid geometry или CSG) и это основной используемый в Hammer стиль редактирования. Создание брашей описано в разделе Brush Creation

Как только вы создали браш, вы можете закрасить его текстурой.

Entities and Entity Types

You say you want more in your game world than inanimate solids? Well then, what you want are entities. Where brushes are "world objects" used to form the basic inanimate structure of your level, entities are the objects that move, have sound, or are interactive. An entity is anything that performs some type of operation or task within your level.

There are two main types of entities: point-based and brush-based.

Point-based entities exist only at a certain exact point. Examples include lights, monsters and players. (Monsters and players do have an area, but this is defined by the game code and is not modifiable from within the map.) Some point entities are just that: points. For example, the env_beam entity, which controls beam effects, uses two point entities as targets; you place the two points and the beam of light runs between them.

Brush-based entities are entities that depend on a brush for their physical presence, like doors, platforms, and other moving objects. A trigger is another type of brush-based entity; it requires that you indicate an area or activation field which controls the trigger's operation. The model entity points at a model file on disk that is rendered by the engine.

The creation of both point and solid-based entities is described in the section entitled Entity Creation.

Putting it All Together

Using these simple components, you can create a virtually limitless variety of levels. Whether its a barren room or a vast, complex world, you'll do it by using solids and textures to create your architecture, then adding models, lights, monsters, buttons, moving platforms and a host of other entities to bring your creation to life.

Once everything is in place, you will need to compile your level by choosing Run Map from the File Menu. This is the process that turns your collection of solids and entities into a playable level that you can run in the Source Engine. Although the compiling process happens when you think you've finished your level, knowing something about this process ahead of time can save you many headaches. Template:Otherlang:en Template:Otherlang:en:jp, Template:Otherlang:en:de, Template:Otherlang:en:hu